uniform float time;
void main()
{
    vec4 vertex = gl_Vertex;
    vec4 post_transform = gl_ModelViewProjectionMatrix *vertex;
    // vertex.x +=  vertex.y;//need some function based on post transform position and the wind intensity and time
    //post_transform.x, pos_transform.z, time
    vertex = gl_ModelViewProjectionMatrix *vertex;
    gl_Position = vertex;
    gl_TexCoord[0] = gl_MultiTexCoord0;
}
